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Re: AIMNAS WF2012 Part 10[message #305761]
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Sat, 09 June 2012 08:13
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Tigervx |
Messages:3
Registered:July 2010 |
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So I decided to give this mod a try, and I really like all the additions it made, but I'm having a serious problem. I installed
Tais' SCI v1343, HAM 5.5.1, and then AIMNAS Version 25. Everything seemed to be going well, tons of lovely new items, big maps, all sorts of nice things.
The problem is, once I clear the first sector after getting after the helicopter, I give Fatima the letter, and she does her dialogue, but then she just sits there. No matter what I seem to do, the she doesn't move and the quest never progresses. I read that if you go with 6 mercs, it crashes, so I tried it with only 3 IMPs, but it was still broken. No matter how much I play that mission, she won't ever move. Can I keep playing without starting the quest?
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Civilian
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Re: AIMNAS WF2012 Part 10[message #306239]
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Thu, 21 June 2012 02:56
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Colibr |
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Messages:48
Registered:June 2012 |
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So, not sure if it's been mentioned, but it looks like taking six mercs to see Miguel is a bad idea. N.B. Give the letter to Fatima with a squad of fewer than four guys. My last two mercs got stranded outside of the map and I was unable to recover them (no path to the stairs).
EDIT:
To do a slightly more formal bug report, here's a screen shot:
Using Tais' r5354_AIMNAS SCI on a clean install, resolution 1024x768. I have max squad size at 6, as you can see, as I heard that higher settings can generate bugs. I know quests aren't considered fully implemented in this version, but in case it hasn't been noted yet, I figured I'd mention.
[Updated on: Thu, 21 June 2012 03:15] by Moderator Report message to a moderator
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Corporal
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Re: AIMNAS WF2012 Part 10[message #306240]
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Thu, 21 June 2012 04:29
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This is more of a personal feature request since I lack the capability/understanding of making it work myself.
Would it be possible to include an option to either use Default maps and/or Big maps?
I really like the progression of AIMNAS and have even went back at it with flexibility. After trying to make myself like bigmaps for the umpteen time, I can say that I really desire the default size.
Big maps, work wise, is remarkable. For a good depiction check out the World View. It all comes together precisely. Game play wise, it looks like TONS of problems will have to be addressed before a working game is playable clear through.
This would benefit everyone in these ways:
1) Players who want to play default maps optionally can
2) Players who want the cutting edge of bigmaps can also play optionally
3) Development of bigmaps can continue uninhibited
4) Maintenance of the old maps does not have to be done because they are finished
I understand the grid numbers are being externalized. There will have to be separate folders for tilesets and grid numbers. I am sure that a vfs could be set up to choose bigmaps or default.
So what do you say?
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Re: AIMNAS WF2012 Part 10[message #306251]
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Thu, 21 June 2012 15:46
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dinglehopper |
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Messages:134
Registered:January 2008 |
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Doesn't version 20 or 21 still exist? If so, there is your non big maps version.
If someone wants to maintain them and asks smeagol if he is ok with that, then there can even be a current version.
The xml is pretty straight forward, just about anyone can do it with practice and a little time. That covers adding mercs, including New weapons/items smeagol makes, imp creation, and anything else that is not directly map related. Populating the maps with new stuff is a little trickier and will require more practice and time.
Just make sure after you mess with it, that you get smeagols ok before making it public, since it is still his creation.
For the record, i tried big maps too, and I am so far not a fan either. There is a ton of new problems that need fixing and additional capabilities that need to be added programmatically before big maps is as fun as it should be. I think this is at least part of what is motivating smeagol to go big maps only. Forcing the issues into the light is sometimes the only way to get them fixed.
Dh
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Sergeant
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Re: AIMNAS WF2012 Part 10[message #306261]
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Thu, 21 June 2012 21:58
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DepressivesBrot4) isn't true and that's the main reason for dropping them.
I meant this:
If Smeagol wanted to concentrate all of his energies into the big map direction and not update the default maps, I would be perfectly fine with that.
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Re: AIMNAS WF2012 Part 10[message #306334]
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Sat, 23 June 2012 16:22
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smeagol |
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Messages:2705
Registered:June 2008 Location: Bremen, Germany |
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@Soto: Thanks, she is indeed very cute.
For all those nay sayers: You have convinced me...
I always said, that AIMNAS/bigmaps project was all the time still in testing mode, I never stated anywhere it was/is a finished product. With that come a lot of issues. I see, that some people don't appreciate my way of continously releasing unfinished/work in progress stuff. I hoped I would get more feedback with this way of releasing, but it seems that some voices in this forum either don't understand it or want to undermine it just for the sake of it...
For me, there is only one solution to this: I will go back to closed beta mode for all further AIMNAS releases now.
That means there will be no more public releases to test big maps, nor any further public updates of AIMNAS.
First release will happen, when all the bigmaps are done (i think we all know what this means... no more bigmaps test versions or AIMNAS updates for the next years).
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Re: AIMNAS WF2012 Part 10[message #306345]
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Sat, 23 June 2012 21:21
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Colibr |
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Messages:48
Registered:June 2012 |
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As a five post newb with both v21 and v27 installed at the moment, I'll repeat that I think the big maps are gorgeous. When I want to play around, I use v27. When I want to play a campaign, I use v21.
One thing that would make it easier to properly bug/balance test v27 as somebody coming to AIMNAS fresh would be a changelog, so I might have some extra direction.
I can certainly give my general impressions of big maps so far:
-Weapon ranges in general don't look like they need to be adjusted at all, if anybody was still pondering that. I'll add that it does seem less 'realistic' if we're looking at 1 tile = 1m, but gameplay wise, it seems fine where it is.
-The extra space really does seem like a boon. My favourite part of that is in cases where it looks like some thought went into designing (well, actually, usually creating and then denying) good points of entry into city blocks, good vantage points, etc. (though maybe that was all coincidental). It's what I mean when I say that I love 'exploring' the maps--the joy of tactical planning around the geography in vanilla is easily doubled here.
-This has probably been mentioned, but the biggest drawbacks of big map seem to be vanilla limitations. Specifically:
1. Though the AI is much better in AIMNAS with 1.13 than vanilla, it seems that detection ranges aren't well suited for big maps. Enemies sometimes can't hear 75 loudness automatic fire in the next street over, it seems. Does anybody else experience this?
2. Searching homes is tedious. (Well, extra tedious because there are no items to be found, yet). I wonder if some enterprising modder wouldn't be able to make one of the door interactions(replace 'open manually') on residential homes something like "Sack," automatically opening all openable containers and revealing their items, while indicating locked containers/doors. Just a dream.
3. I think I've read that real time squad formations (or commands!) are pretty much out. They'd be really useful with big maps.
EDIT:
Just a small thing about starting gear--ambidextrous guys start with two pistols but only one holster (the standard pistol vest). I don't suppose an extra holster in the form of a leg rig or even one of those cool dual pistol belts in place of the combat pack would be possible? I haven't played with all the permutations of ambidextrous with other traits to know if that would cause space problems with other starting loadouts.
[Updated on: Sat, 23 June 2012 22:02] by Moderator Report message to a moderator
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Corporal
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